Magical Items

Boots of Abyssal Speed (Requires Attunement)
While you wear your these boots, your walking speed becomes 35 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. Three times per day you can use the boots to use the dash action as a bonus action. However, you are also subject to Magic Circle and other binding spells effective against Demons, and cannot remove the boots without a Remove Curse spell or similar effect.

Abyssal Adamantine Chain Mail (uncommon)
This suit of mail is reinforced with adamantine. While wearing it all critical hits are reduced to normal hits. Unless the attack is from a demonic enemy, as the chain rings unlink at the touch of demons to allow the attack to pass through, rendering a roll of 18-20 a critical hit. The armor can only be removed via a Remove Curse spell or similar effect.

Bag of Tricks – Ash colored (uncommon)
This bag of ash-grey cloth appears empty, but weighs ½ pound. You can reach inside to find a small, fuzzy object. You can use an action to pull the object and throw it up to 20 feet. When it lands, it transforms into a creature determined by a d8 on the table below (seem Monster Manual for stats).
1-Weasel, 2- Giant Rat, 3- Baboon, 4- Giant Hyena, 5-Quasit (initially appears to be a rat, but speaks telepathically), 6-Gnoll, 7-Dretch, 8-Shadow Demon.
The creature is friendly to you and your companions, unless a 5-8, in which case it has a 25% of being hostile, and acts on your turn. You can use a bonus action to command how the creature moves and what action takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of orders, it acts in a fashion appropriate to its nature (possibly attacking). Regardless, the creature shrivels and crumbles to dust, returning to the abyss, after 1 hour. Once two objects have been pulled, the bag can’t be used until the next dawn.

Weapons of Were-Hunting (Rare)
These silvered +1 magic weapons, sometimes used by Moonthrone's City Watch, critical hit against lycanthropes (and dogmen, but who would use one of these on them?) on a roll of 18-20.

Horn of the Hunt (Very Rare)
This magic horn is carved from a rams horn into the shape of a howling hound. 3 times per day it charms any canine creature (including werewolves, dogs, jackals, etc.) when blown (spell save DC 15, dogmen at disadvantage; starts with 1d3+1 charges, recharges 1d3+1 charges each dawn, to a maximum of 3).

Crown of the Hunt (Very Rare, requires attunement)
This crown of cold iron has been wrought into the rough shape of stag antlers. It acts as a Ring of Spell Turning regarding spells or abilities of any fey creature, including gnomes and elves, and grants advantage to track any prey of which you have some token or belonging of, such as a scrap of clothing, hair, or some item that belonged to them.

Ring of the Huntmaster (Very Rare, requires attunement)
This large signet ring is set with a ruby with the sigil of House Mourn (a full moon with seven bars extending from the bottom of it) carved into it. It acts as a ring of free action, gives +5 on checks to track, and allows the wearer to bestow and remove Gnome Caps.

Gnome Cap (cursed item)
This red conical gnome hat polymorphs the wearer into a gnome, but provides none of the magical properties of the race, and can only be removed from the wearer’s head by someone wearing the Huntmaster’s Ring.

Obtained from Rethius Blackwolf. Where he obtained it is as yet unknown. Currently in possession of Blu, the dragonborn bard.

Sligo’s Iron Knob (Legendary, requires Attunement)
This rough hunk of cold iron resembles a poorly smithed doorknob. If the knob’s owner draws a doorway or closed shape such as a circle or rectangle on a surface and presses the knob into it, a magical doorway is created. When the door is opened, the owner finds a portal to anywhere he wills within range (hopefully; see below), and an identical doorknob on the opposite side of the door. The door can only be opened and closed by pulling or pushing on the knob. When the door is closed, the doorknob disconnects in the door closer’s hand; the doorknob on the opposite side of the door disappears, and the edge of the portal flares with light, leaving an outline of soot where the door once was.
Whether the knob is a brand new doorknob each time one pulls it shut behind him, some sort of quantum doorknob that is on both sides of the door at once, or two alternating doorknobs that disappear and reappear, is a matter of debate among the few scholars and thaumaturges aware of the knob’s existence.
Sligo’s Iron Knob can open a portal anywhere within 500 feet, as the Dimension Door spell, except there are no limits to weight or how many may pass through the door, just practical limits based on how big a doorway is drawn. Or, the doorway can be anywhere the owner knows and can visualize within 10 miles.
However, for every use and for every mile of distance, there is an increasing chance that the door opens to an incorrect, and possibly deadly location, starting at a 10% chance the first use per day, and going up by 5% for each subsequent use within 500 feet, or by 10% for each use between 501 feet to 1 mile, and 10% more for each mile (i.e. 20% increase if travel 2 miles, 30% if 3, etc.). If opened to a bad place, roll 1d8 and check the table below to find out where, or go with whatever the DM decides.

Bad Place Rolls

Oh no! Fleshy pseudopods plunge from the portal, grasping at anyone within reach. Anyone with 10 feet of the doorway must make a DC 15 dexterity save, or be grappled and pulled in. The door slams shut behind the fleshy mass before anything but roiling flesh can be seen.

Aw Hell. You’ve opened a portal to one of the Nine Hells. 2d8 lemures (MM 76) attempt to push through back into the world of the living.

Abyss On You! A varghouille (Volo’s, p. 195) swarm erupts from the doorway. 2d20 varghouilles escape before the door can be closed, of which only 1 per person present stays around to fight; the rest fly away to find easier, unclaimed victims.

Glamorfrodorfilding’s Realm. Behind the door is a non-euclidian demi-plane so maddening anyone who looks into it can only remember flashes of Escher-ish doors and hallways, and must immediately make a DC 15 wisdom save or roll for corruption, and/or (if your DM doesn’t have a corruption table or want to assign an effect upon a whim, or feels like going easy on you) a DC 15 wisdom save or be effected by confusion. Anyone who enters the door is lost and never heard from again, barring a wish spell or exceptional divine or patron intervention.

Elemental Chaos. Roll 1d4. 1—Plane of Water (or maybe just the bottom of an ocean?) Water begins rushing out the doorway, at 10 square feet per round, possibly flooding any room or interior if left open too long. Pushing on Sligo’s Knob requires a DC 15 strength check to close the door. 2—Plane of Earth (or maybe just inside a mountain?) Roll a 1d6; if 1-5 there’s just rock on the other side of the door, but if you roll a 6, lava flows out at 10 square feet a round, as above (only worse, unless you can stand in lava). 3—Plane of Wind (or maybe just the inside of a storm?) Roll 1d6; if 1-5 hurricane force winds gust out of the doorway, requiring a DC 12 Strength (Athletics) check to prevent from being blown back 20 feet from the door, and requiring a DC 14 strength check to push the knob to close the door; but if you roll a 6, the winds suck in; anyone within 10 feet of the door who fails a DC 12 strength check is pulled through and likely never seen again, barring extreme intervention. 4—Plane of Fire. Roll 1d6. If 1-5, flames erupt from the doorway, requiring a DC 12 dexterity save for anyone within 10 feet; anyone who fails (or for some reason stays within 10 feet of the door) takes 8d6 fire damage per round within 10 feet of the door. If a 6 is rolled, lava pours out of the door (see above).

Huh, where’s that? Deadly. DM fiat. DM can reroll, or make something up; but if the DM makes it up, it’s bad.

Huh, where’s that? Harmless. DM fiat. Maybe you just found somebody’s closet, or a random alley. DM can reroll, or make something up; but if the DM makes it up, it’s harmless.

The blood and essences of an unknown number of gnomes have been cooked into these cast iron pans, imbuing them with eldritch power.

Fiery Frying Pan (Rare, requires attunement)
This magical frying pan is always warm to the touch without being anywhere near a stove or heat source. If food is place in the pan, the pan heats up and can cook even without a fire present. Any food cooked in the pan is extremely spicy, even without any seasoning applied. A person who eats food cooked in the pan must make a DC 8 constitution save to avoid a level of exhaustion from the food’s kick, but if he succeeds, one time before his next meal, the eater can breath a 15 ft. cone of fire, as a red dragonborn of the same level. Or it can be used over a fire like a regular frying pan for no magical effect.
In addition, the fiery frying pan can be used as a +1 club that deals an additional 1d6 fire damage upon a hit.

Frosty Frying Pan (Rare. Requires attunement)
This magical frying pan is cool to the touch. If food is place in the pan, the pan becomes freezing to the touch, yet somehow manages to cook the food placed in it. A person who eats food cooked in the pan must make a DC 8 constitution save to avoid a level of exhaustion from the hypothermia the food induces (with disadvantage if eaten in extreme cold conditions), but if he succeeds, one time before his next meal, the eater can breath a 15 ft. cone of frost, as a white dragonborn of the same level. Or it can be used over a fire like a regular frying pan for no magical effect.
In addition, the frosty frying pan can be used as a +1 club that deals an additional 1d6 cold damage upon a hit.